Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Africa

Pages: 1 ... 36 37 [38] 39 40 41
556
Other Games / Re: Mysterious Domains that are Ancient
« on: July 30, 2010, 07:31:46 am »
Does nobody play Angband instead of Nethack or this? (off topic)

557
DF Dwarf Mode Discussion / Re: Is dwarf fortress communist?
« on: July 28, 2010, 11:41:54 am »
Huh? If anything I'd say it's communist until the nobles and economy come, and then it's feudal. At no point is it ever really capitalist. What competition do you see?

558

As a heathen atheist who's going to go to hell, I'm not that familiar with everything from the bible, but there must be other potential megaprojects from there.  The walls of Jericho? Noah's ark?


Actually, none of the Biblical "megaprojects" would really be all that "mega," by DF standards certainly. Things were much smaller in the past (population, and hence, cities, as well as buildings), and Judea was no Rome. The biggest, most impressive architecture relevant to the Bible, by far, would be Egypt, Babylon and Rome. Israelite ruins actually tend to be quite modest, as do most ancient ruins that aren't in the heart of a world-spanning empire.

559
I've been doing the same thing, with trying to build my fort in the caves, and so far I've never failed to get slaughtered, either by ogres from the surface or trolls from the first layer of caverns.

560
DF General Discussion / Re: Do your female dwarves have beards?
« on: July 28, 2010, 01:25:47 am »
I think we were always all agreed that any argument is pointless...it was supposed to just be for shits and giggles

561
DF General Discussion / Re: Do your female dwarves have beards?
« on: July 27, 2010, 12:46:28 pm »
Well, there were a bunch of accusations of either trying to sexualize non-humans, or else of twisted Freudian explanations. And then a bunch of tvtropes links. Guys, don't throw around tvtropes links like they're some kind of toy. That's serious business.

562
DF General Discussion / Re: Do your female dwarves have beards?
« on: July 27, 2010, 03:07:51 am »
Guys, if you're going to argue about dwarf beards, keep it self-consciously ridiculous, such as applying concepts from evolutionary biology to creatures that we have no evolutionary information on. Otherwise you end up just calling the other person a pervert

563
Other Games / Re: Please No Fighting but: Goblin Camp 0.1 is out
« on: July 27, 2010, 02:04:04 am »
I wonder if this game will put pressure on Toady to improve DF's interface. It WOULD be nice, although I'd still like anything that improves FPS as my highest priority.

564
How did you convert the Biblical measurements (cubits, etc) into DF measurements? Given that nobody has any way of figuring out how big an in-game tile is?

565
DF General Discussion / Re: Do your female dwarves have beards?
« on: July 26, 2010, 04:33:47 pm »
The thing about beards as mating props is that, given how division of labor and sexual dimorphism are otherwise nonexistent besides the women carrying babies around for a year, there's no reason why women wouldn't also show off via healthy beards. Now, if it were already the case that men had beards and women didn't, sexual selection could then cause the beards to become bigger and bigger for mating purposes, but I think the beards have other reasons for existing.

Also, since dwarves mate for life and never remarry, if the beard were only there to help the male get a mate, then it should fall out or at least stop growing as soon as he gets married, since there would be no more reason for it to exist.

Quote
This can be fun, but ultimately, relying on scientific rigour to determine something that is purely fantasy is folly. I would prefer to take a more philological and philosophical route.
Oh of course it's silly...but how is a philosophical route any less silly?! we're talking about dwarf beards here! Of course, I agree with you reasoning. I think you're right that most objection to female dwarf beards comes from the fact that dwarves are enough like humans that we identify with them and apply human standards to them. Since I'm interested in the ways dwarves are different (social and economic behavior for one - does the communist model of forts without the economy represent a whole different way of thinking, or is it just a function of small communities, since small human groups can often do similarly?) I like that females would have beards since it emphasizes that the dwarves are very NOT human. Again, the reasons why many media depict beardless dwarfladies are probably what you've stated.

566
DF General Discussion / Re: Do your female dwarves have beards?
« on: July 26, 2010, 04:21:46 pm »
I think there's way too many differences between dwarves and neandertals to use them as models. Neandertals are practically human; hell they have "human" in their genus name they probably interbred with us. Dwarves are definitely further off...maybe still in the same genus, but it'd be pushing it. In any case, if there were a significant advantage to them all having beards, I don't think growing hair on your face when you've already got it on lots of other body parts is something that would take so long to evolve. It's certainly not an eye.

Of course, all these rambly evolutionary arguments are still influenced by the fact that I'm a strong ladybeard partisan.

Also, between the androgynous nature of dwarves in DF, and having read Discworld at a young age, I have enough reason to support beards, but that picture of the crossbow-mom pretty much clinches it. And is probably a sufficient cause in itself.

Edit: Actually, dwarves would probably be in the same genus, as they're also as intelligent as humans. Then again, they're probably intelligent in a different way - I think the way their minds work would be, while similar in some ways, fundamentally alien in other ways. The question is, if a less-intelligent creature like Homo Habilis is closer to us than an equally but differently intelligent creature like a dwarf? If not, dwarves would be "homo beardmagmus" or what have you.

567
DF Dwarf Mode Discussion / Re: Soldier (cannot follow order)
« on: July 26, 2010, 10:42:40 am »
My militiadwarves do this in combat sometime, for what seems to be a number of reasons. sometimes it's that their squad commander died, other times it's that they can't reach the enemy, but in most cases I can't figure out why.

568
DF Dwarf Mode Discussion / Re: Too many z-levels
« on: July 26, 2010, 10:40:36 am »
Is anybody else having the same situation as me?

I reduced my "layers above ground" and my number of layers above the first cavern, but still have 3 cavern layers. Ground level will generally be at z-level 140 or so, then the caves will be 8-10 layers below that, 4 or 5 levels high, with a z-level or two between them. Then the magma sea is around 100-110, and the circus is usually somewhere in the 90's. And I can't move the viewer down to any lower z-level than that! Are there 96 layers of circus below the eerie pits? Or what's going on here?

569
DF Dwarf Mode Discussion / Re: Starting a new fort....pics inside
« on: July 26, 2010, 10:31:34 am »
-embark on a 2x2 map

-reduce the number of cavern layers

-don't use large stacks of stairs or carve out any unnecessary areas of your fort

570
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: July 26, 2010, 08:16:40 am »
After screwing around with worldgen settings until I got caves I liked (that is to say, increasing the size of caverns, setting density to 0 and openness to 100), I founded Granitegrowl. Like Junglecastle, it was in a tropical moist broadleaf forest populated by carp, hippos, elephants, various primates, and lots of trees. Things were going nicely, I got a wooden wall set up on the surface and dug down to the first cavern, where I began carving my fort into the giant columns of stone and setting up my farms and stockpiles on the open mud surfaces after clearing them of trees.

This will be the last time I start building in caves without walling off the outside of the caverns. The cave crocodile that had been lurking the lake at some point crawled out, into my fort, and started chewing dwarves to pieces. 3 of them died this way before someone got lucky and smashed the thing's brain with a pick. At this point, madness struck and my foodsmith/woodcutter began tantruming. He was carrying a battle axe and beheaded one of my miners and carved a dog into pieces, then calmed down for a while. Next another dwarf went mad and began running around the jungle babbling wildly. This was the scene that greeted two migrants, who promptly set to work hauling body parts to the refuse pile.

One by one, the remaining dwarves of the founding 7 succumbed to madness or melancholy. One was put out of his misery by a Reacher that came up from the second level of the caverns to the surface. Finally I sent the two new arrivals, who were emotionally unaffected by the deaths and therefore still sane, down to investigate the circus, which I'd never seen before. About 20 clowns made of salt, snow and cinders proceeded to slow my FPS to single digits and put an end to the awful failure of an expedition.

Pages: 1 ... 36 37 [38] 39 40 41